Ideas for Imperial revival

By Deimos, in X-Wing

5 hours ago, Keffisch said:

I dont want regen

I dont want tricks or gimmicks

I dont want broken/undercosted ships like the JumpMaster

I dont want turrets

I like to field decent ships with decent dials that can reliably damage 3-4 agility/9+ hull opponents, using their primary weapons.

And aces that are high risk - high reward, but don't explode to silly mechanics like Sabine & stress control.

Very much this.

Just undo the powercreep with a hard, painful rebalance pass to the latest ridiculously broken ships that they have been releasing since wave 8.

Is not imperials that are underpowered. It's just some things in Scum and Rebels that are totally broken and have broken the ecosystem. That have rendered worthless everything under the level of "brokenness".

Let them do it with online FAQs and Erratas, card pack, stickers, leaflets, new edition of the rules reference, dial packs, a conversion set, several, new re-issues... whatever!
But please, do it, FFG.

This is quote an amazing turnaround, considering it's only a couple of months since the experts on the forum were pretty much universally applauding the nerfing of x7 and Palpatine, and only a couple of months before that people were clamouring for said nerfs.

Given the state of the current meta (there is no meta only Zuul), would people be happy to roll back those changes?

It really is the ships from Waves 1-3 that are struggling right now - for Imperials AND the Rebellion - but they should be the gold standard / base line ships. They should be the ones seeing the most regular table time, with everything else coming in as support or ti fill a niche. Sadly, it's not as though even the opposite is true, with the exception of Biggs

I'm not even sure if it's really a case of power creep, as opposed to A couple of exceptional ships and a couple of exceptional upgrades leading to stagnation in the game.

The JM5K. Shadow Caster, Attanni Mindlink, Sabine Wren crew and Biggs are dictating pretty much everything right now. The TLT, Miranda (or just Advanced SLAM) and the Protectorate are not far behind.

Tough decisions lie ahead. Either the above ships and upgrades need ti be brought down a peg or two, or the rest of the range needs raising closer to their level. (were it so easy).

1 minute ago, FTS Gecko said:

This is quote an amazing turnaround, considering it's only a couple of months since the experts on the forum were pretty much universally applauding the nerfing of x7 and Palpatine, and only a couple of months before that people were clamouring for said nerfs.

Given the state of the current meta (there is no meta only Zuul), would people be happy to roll back those changes?

It really is the ships from Waves 1-3 that are struggling right now - for Imperials AND the Rebellion - but they should be the gold standard / base line ships. They should be the ones seeing the most regular table time, with everything else coming in as support or ti fill a niche. Sadly, it's not as though even the opposite is true, with the exception of Biggs

I'm not even sure if it's really a case of power creep, as opposed to A couple of exceptional ships and a couple of exceptional upgrades leading to stagnation in the game.

The JM5K. Shadow Caster, Attanni Mindlink, Sabine Wren crew and Biggs are dictating pretty much everything right now. The TLT, Miranda (or just Advanced SLAM) and the Protectorate are not far behind.

Tough decisions lie ahead. Either the above ships and upgrades need ti be brought down a peg or two, or the rest of the range needs raising closer to their level. (were it so easy).

I don't want the fixes rolled back. I want the other things which are broken to also be fixed.

How about a 8-cost crew that let you modify any dice roll once per round.

1 minute ago, spacelion said:

How about a 8-cost crew that let you modify any dice roll once per round.

Sounds OP

1 minute ago, spacelion said:

How about a 8-cost crew that let you modify any dice roll once per round.

1 minute ago, thespaceinvader said:

Sounds OP

When compared to jumpmasters and forced unblockable damage not really.

3 minutes ago, thespaceinvader said:

I don't want the fixes rolled back. I want the other things which are broken to also be fixed.

The idea behind the fixes was to open up the meta, though. Instead it has led to a meta which is more stagnant than ever.

Like I said, hard decisions.

3 minutes ago, FTS Gecko said:

The idea behind the fixes was to open up the meta, though. Instead it has led to a meta which is more stagnant than ever.

Like I said, hard decisions.

And fixing the other broken stuff would do that.

In particular, Jumpmasters being heavily undercosted/overslotted wasn't touched by the last round of errata - they clipped the wings of a single broken build with Jumps, but they didn't touch their insane baseline efficiency.

17 minutes ago, FTS Gecko said:

The JM5K. Shadow Caster, Attanni Mindlink, Sabine Wren crew and Biggs are dictating pretty much everything right now. The TLT, Miranda (or just Advanced SLAM) and the Protectorate are not far behind.

This.

27 minutes ago, FTS Gecko said:

This is quote an amazing turnaround, considering it's only a couple of months since the experts on the forum were pretty much universally applauding the nerfing of x7 and Palpatine, and only a couple of months before that people were clamouring for said nerfs.

Given the state of the current meta (there is no meta only Zuul), would people be happy to roll back those changes?

It really is the ships from Waves 1-3 that are struggling right now - for Imperials AND the Rebellion - but they should be the gold standard / base line ships. They should be the ones seeing the most regular table time, with everything else coming in as support or ti fill a niche. Sadly, it's not as though even the opposite is true, with the exception of Biggs

I'm not even sure if it's really a case of power creep, as opposed to A couple of exceptional ships and a couple of exceptional upgrades leading to stagnation in the game.

The JM5K. Shadow Caster, Attanni Mindlink, Sabine Wren crew and Biggs are dictating pretty much everything right now. The TLT, Miranda (or just Advanced SLAM) and the Protectorate are not far behind.

Tough decisions lie ahead. Either the above ships and upgrades need ti be brought down a peg or two, or the rest of the range needs raising closer to their level. (were it so easy).

FFG should have nerfed Palp or x7. Nerfing both gives you what you have now.

2 minutes ago, Jo Jo said:

FFG should have nerfed Palp or x7. Nerfing both gives you what you have now.

I'll grant palp because I don't want to see the forum revolt on it. X7 never needed nerfed.

That and they screwed up printing the Defender titles. I'm certain they meant for x7 to cost 0 points and Tie D to cost -2.

8 hours ago, Keffisch said:

I dont want regen

I dont want tricks or gimmicks

I dont want broken/undercosted ships like the JumpMaster

I dont want turrets

I like to field decent ships with decent dials that can reliably damage 3-4 agility/9+ hull opponents, using their primary weapons.

And aces that are high risk - high reward, but don't explode to silly mechanics like Sabine & stress control.

You have this in the Defenders. /7 and /D are still good.

/D with flachette canons or tractor beams are devastating, in fact the thing I like least to see across from me are /Ds the double tap is brutal.

Maybe flying Imperials requires a bit of practice and hard work. Yes I just said GIT GUD.

It's simple: Make a 100 point unit called the "Death Star" that can be played in any kind of play (the plastic model would be a grey semi circle that takes up the entire Imperial player's side, and reaches to about the middle of the play area).

If the opposing player does not field Luke in a T-65 with proton torpedoes, the Imperial player instantly wins!

4 minutes ago, HanScottFirst said:

It's simple: Make a 100 point unit called the "Death Star" that can be played in any kind of play (the plastic model would be a grey semi circle that takes up the entire Imperial player's side, and reaches to about the middle of the play area).

If the opposing player does not field Luke in a T-65 with proton torpedoes, the Imperial player instantly wins!

Interesting...and funny, thanks for the levity.

But you should refrain from bringing up icons from a long dead Star Wars Universe, now long gone in the competitive area of this game. It's all about fielding OP squads, which has to be made up with super obscure SW ships and crew to be viable. The designers are going to rename it Space Battle Thingies (previously known as X-Wing, a Star Wars game)

1 hour ago, LordFajubi said:

I'll grant palp because I don't want to see the forum revolt on it. X7 never needed nerfed.

/7 was FIXED not nerfed. Having to think about how you fly your 3 attack dice, 3 agility, 3 hull ship with a free evade action is NOT a nerf.

Edited by BlodVargarna
21 hours ago, Deimos said:

Another is the introduction of a "Tactics" card. Similar to the status cards the Wave Ten introduced but have them be a card not tied to a specific ship but to the list in general. The Empire is a well trained and coordinated machine. Something that helps represent the squadron tactics trained at a military academy would help not only give the Empire an exclusive tool but could also help relieve emphasis on Aces.

14 hours ago, wurms said:

How about a 25-30pt crew ship that doesn't suck balls. Rebels have ARCs and Scum have the jumpmasters. Lambdas and Upsilons just don't cut it.

General Hux would be sweet if it didn't take up half your list on a ship that may only attack once or twice and the only ships that you can fit in your squad are tie fighters.

I agree with both ideas. The Imperial need to be the faction with disciplined, coordinated military tactics. IHMO, the "perfect" Imperial list should have 1 large ship that is acting as a coordination and support ship, allowing a number of smaller and weaker fighters do well. Essentially, the Palp Shuttle without Palp and not aces . FFG tried to get this going with the TIEs that came with the Gozanti, but "swarm flavors" didn't stick. They need to try again.

The Imperials need the Sentinel-class shuttle with various excellent list-supporting crew. The Empire needs Imperial Officers that make a difference!!

Palpatine and /x7 were a bit broken.
Put them together in the same list and they were totally broken.

The Jumpmaster and the Lancer (and perhaps a bit the Protectorate) are just plain powercreep: they cost the same or less than other ships in their same category, but they are just better. Instead of fixing that, the last FAQ went apesh*t against particular upgrades or builds, that clearly is treating the sympthoms and not curing the disease.

Miranda, Sabine, Biggs and the other things that seem to be broken wouldn't really thrive so much in an enviroment that weren't so alienated by the presence of the above mentioned broken ships. Those ships have rendered obsolete all predators of these ones. That is why now you can see them everywhere.

Edited by Azrapse

How about this sort of title?

Title: TIE only, Generic Only

cost -3 points

Lose all upgrade slots on your upgrade bar

9 point Academy Pilots for the win!

Edited by BadMotivator
1 hour ago, clanofwolves said:

Interesting...and funny, thanks for the levity.

But you should refrain from bringing up icons from a long dead Star Wars Universe, now long gone in the competitive area of this game. It's all about fielding OP squads, which has to be made up with super obscure SW ships and crew to be viable. The designers are going to rename it Space Battle Thingies (previously known as X-Wing, a Star Wars game)

The only people not celebrating the Palp nerf are the peoples like me who ONLY play Imperial.

2 hours ago, BlodVargarna said:

You have this in the Defenders. /7 and /D are still good.

/D with flachette canons or tractor beams are devastating, in fact the thing I like least to see across from me are /Ds the double tap is brutal.

Maybe flying Imperials requires a bit of practice and hard work. Yes I just said GIT GUD.

Cute, but nope.


I've flown TIE /D's a lot, and by a lot I mean A LOT, because I disliked both Palp (the Lambda dial really) and x7 because it was stupid.

If FFG had swapped the point costs of the titles initially then maybe, maybe we'd have a different outcome post-FAQ.

TIE/ds,

Without a token stack and/or defensive mods, your overpriced Tie Defenders crumble easily - not to mention they have the same weaknesses as "regular" defenders.

The only upside to TIE /D's is that you can fly them a bit more unpredictably than x7. But thats it.

Then there's the issue of having unmodded attacks, which no amount of upgrade piling (i.e. Predator, Expertise, Hux, Fleet Officer, Systems Officer) can alleviate - as the base platform is overpriced and restricted in its maneuvers.

Again, nope.

7 hours ago, Storgar said:

Might help interceptors, or do you think a 1 point cost would leave enough of a gap between the ln and fo?

AT 1 point I think it could be interesting on a number of ships.

Tie fighter, interceptors, bombers, would all get that extra little staying power.

It's a dangerous route and precedent. Helps Fang fighters and the like too. But you're right, it would be really good on Interceptors, and for that reason alone I don't hate it. (1pt is too cheap though.)

The issue is, it's just a half cost shield upgrade but for ships that really need it. Then again, unlike Shield Upgrade, people would actually use this.

How to bring Imperials back. Better Condition cards.